Clues in Dungeonscape

the Jester

Legend
Okay, I was thinking about the huge and very cool section on encounter traps and encounter templates in Dungeonscape, and... well... does anyone else suspect that they might be previews of certain 4e design philosophies/elements?
 

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Yeah, it didn't grab me at first, but the more I glance back at it, the more I find myself intrigued. The encounter design section is one of the high points of the book; if it reflects 4e design, I think that speaks well of it.
 

I believe that encounter traps are just one manifestation of an important 4e design philosophy, namely:

All PCs should be able to contribute in all scenarios.

It doesn't mean that all PCs need to contribute equally in all scenarios, or in the same way. However, I believe that 4e will avoid scenarios in which one or two PCs do all the work.

So, instead of simply having the rogue (and only the rogue) disarm the trap, the rogue disables four mechanisms and shuts down the main trap, the fighter smashes two, and holds back the wall with spikes for a round, and the wizard burns another mechanism with one spell and suppresses the effect of some mysterious glowing runes with another.
 

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